Mawitogan: Character Sheet
Basic Information
Name: Tepet Arada Mawitogan
Type: Dragon-Blooded Exalt
Player: Tony K
Aspect: Air Aspect
Concept: Tepet Yamabushi - Sorcerer and Spirit Ambassador
Political Affiliation: Loyal to House Tepet and the idea of Dragon-Blooded Rule
Anima:
Age of Exultation: 11
Actual Age: 28
Languages Spoken: High Realm (Native), Low Realm, Old Realm, Skytongue
Primary Virtue: Justice
Secondary Virtue: Wonder
Likes:
Dislikes:
Tepet Arada Mawitogan
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Attributes
- Force 4
- Finesse 3
- Fortitude 2
Skills
- Athletics 1
- Awareness 3
- Close Combat 1
- Craft 1
- Embassy 3
- Integrity 3
- Navigate 2
- Performance 3
- Physique 0
- Presence 3
- Ranged Combat 0
- Sagacity 5
- Stealth 1
- War 1
Merits
- Artifact 4 - Reinforced Buff Jacket - Mantle of Elemental Empowerment
- Backing 2 - The Vermillion Legion
- Influence 1 - House Tepet
- Followers 1 - Band of Acolytes
- Resources 2
Essence 1
- Max Motes 5
Essence Respiration
- Recover 1 mote at the end of any combat scene and beginning of any non-combat scene.
- Recover up to half of motes during downtime spent resting. Recover all motes with full night's rest.
- Recover 1 mote at end of character's combat turn.
- Recover 3 motes per hour in Manse or when wearing hearthstone.
Anima
- 1-2 Dim: Caste Mark is visible (Stealth/Hiding it possible)
- 3-4 Glowing: Lit by a soft light (Stealth/Hiding it possible)
- 5-6 Burning: Aura of her anima can light up a room
- 7-9 Bonfire: Aura is visible from long range
- 10 Iconic: Naked essence becomes visible in the area around Veil. (Like being able to see the code in the matrix or individual atoms in real life.)
Combat
- Artifact Reinforced Breastplate - Mantle of Elemental Empowerment
- Soak +4
- Hardness +1
- Mobility -1
- Tags: Artifact
Combat Defense
- Parry 3
- (Force 4 + Close Combat 1)/2
- Evasion 3
- (Force 4 + Athletics 1)/2
- Soak 5
- (Natural 1 + 4)
- Hardness 4
- (Natural 2 + Essence 1 + Armor 1)
Health
- -0x2
- -1x2
- -2x2
- Inc
Dramatic Injuries
- Force:
- Finesse:
- Fortitude:
- Manse:
Social
- Resolve 4
- (Integrity 1 or 2 = 3, Integrity 3+ = 4)
- +/- 2 For Minor Intimacies/Virtues & +/- 3 for Major Intimacies/Virtues
Powers
Advantages
- Prince of the Earth: As the only kind of Exalt fully recognized by the Immaculate Faith, Dragon-Blooded find support anywhere. Once per session, the character may select one Merit and treat it as though it had a dot rating equal to her Essence, working its acquisition with the Storyteller. This benefit lasts for the duration of the session.
- Ten Thousand Dragons Fight as One: When making teamwork actions, after calculating the total successes to add as dice, add an additional die. Dragon-Blooded may use any Hearth-based teamwork effects from their Charms on any other Exalt.
- Resonance: Dragon-Blooded are resonant with all types of jade.
Anima Effects
- Anima Flux: When a Dragon-Blooded has five or more anima, all characters within close range must make reflexive Physique rolls at a difficulty equal to the Exalt’s Essence plus two or take one level of damage from exposure to raw elemental essence.
- Buoyed by the Wind (Passive): Once per turn the Air Aspect leaps one additional range band vertically or horizontally. She takes no falling damage from short range drops.
- Mela’s Breath (Active): Subtract two dice from all ranged attacks targeting the Air Aspect.
- Eye of the Hurricane (Iconic): Short-term benefits rarely sway the Air Aspect. Add successes equal to the Exalt’s Essence on rolls to persuade or inspire a target toward a long-term goal.
Excellencies & Ox-Body
- Sagacity: (Page 184) Spend 1 mote. This applies on Step 1 during combat. Outside of combat, this may be used to boost passive values. Add that Ability as a dice bonus to an applicable roll involving the chosen Ability.
Embassy Charms
- Wind-Carried Words Technique
- The Dragon-Blood speaks into the wind, sending their voice afar on subtle currents of air. Spend 1 mote. The Exalt may send a spoken message of no more than a few sentences to a chosen target within the same narrative location (such as a town or city). The message cannot be overheard or intercepted by mundane means. Magical attempts to do are made at Difficulty 7. To reach their hearthmates, the Exalt may send a message much further such as a neighboring city or town.
- Special: Using this Charm allows the Exalt to access Air aura.
Presence Charms
- Harmonious Presence Meditation
- The Exalt embodies magnetism and grace, charming every courtier she meets. No matter her behavior, all people listen when she speaks. Commit 1 mote for one scene. For the duration, the Exalt may add an automatic success to all social influence, excluding Read Intentions actions. She ignores up to three dice of mundane
situational penalties to her social influence actions that arise from her unfamiliarity with customs, fashion, or past actions.
Sagacity Charms
- Spirit-Cutting Glance
- The Exalt peers into the realm of spirits where invisible beings that dwell, able to strike them with Essence should they come to blows. Commit 1 mote for the scene. the Exalt can see dematerialized spirits that are present in the scene. The Exalt may attack dematerialized spirits as if materialized.
- Glorious Exalted Bolt - Elemental Bolt Attack
- The Exalt forms a blazing bolt of Essence aligned with their nature to strike their enemies. Spend 1 mote on Step 1. Make a ranged essence attack at short range using either Sagacity or Ranged Combat. Treat as a heavy ranged weapon with short range, the Artifact and Ranged tags. Spend 1 anima to increase range to medium. This may be used during a clash.
- Elemental Bolt Attack (Dragon-Blooded): On Step 7, targets hit must make a reflexive Physique roll at difficulty 3 to resist environmental damage equal to the Exalt’s Essence plus two.
- Terrestrial Circle Sorcery
- The Exalt has internalized the inner workings of Creation’s Essence, giving the power to reshape the world at its fundament.
The sorcerer gains the ability to learn and cast First Circle Spells. With each purchase of this Charm, the sorcerer also gains a free Spell and shaping ritual.
Sorcery & Spells
- Shaping Ritual: The sorcerer gathers strength by ritual offerings. Tokens grant one Will; valuable sacrifices grant two; and exotic, unique, or powerful sacrifices generate three. (Modified Pact with Ifrit)
- Virtuous Guardian of the Flame
- Rules to be converted from 3e DB Book
- Stormwind Rider
- Rules to be converted from 3e Book
- Summon Elemental
- Sorcerous Working - Venture System
Evocations
- Resonate: The wearer of the Mantle commands the fealty of the lesser elemental courts and the respect of the greater ones. In exchange, the elements of Creation go out of their way to spare the bearer from harm. They double 8s on rolls to resist environmental hazards based on any of the natural elements.
- Essence Lens The wearer may spend 1 additional mote when channeling essence into a direct decisive attack add Essence or 2, whichever is higher, successes to the damage roll. (Such as Glorious Exalted Bolt)
- Spirit Speaker The Exalt who dons the Mantle is known and respected in the Spirit Courts of the Air. The sorcerer doubles 9’s during ventures to summon or bind Elementals from the Court of Air. They may spend 1 mote or 1 anima when they roll a social action against such beings or asserts Resolve against them, they benefit from non-charm bonus dice equal to their essence to a roll or half-rounded up to Resolve.
- Sorcerer’s Crystal Aegis - (Based on Arms of the Chosen 105) Spend 1 mote reflexively, Channeling sorcerous power through the Mantle, the wearer perfectly calculates the trajectory of an attack and sends whips of lightning Essence lashing to intercept the strike. They may reflexively roll Attribute + Sagacity to clash an attack against them. On a success, they do not deal damage but instead bank Will equal to total successes. This does not count as the wearer’s combat action for the turn.
- Resonant: Winning the clash also strips (Essence) Power from the attacker, which is added to the wearer’s Power.
Advancement
Major Milestones - Spent: 0 - Earned: 0
- Gaining: A Major Milestone furthers the narrative progression, like completing a story arc. The end of a story.
- Using: Increase an attribute by 1. Gain or increase a merit.
Minor Milestones - Spent: 0 - Earned: 0
- Gaining: Completing a single adventure or story chapter. Significant story beat. Roughly every other session.
- Using: Increase ability by 1 or gain a new charm.
Exalt Milestones - Spent: 0 - Earned: 0
- Gaining: At the end of each session, Wood Aspects gain an Exalt Milestone if they experienced something new and exciting to them with a significant character or group or their actions fostered change in a significant character or group.
- Using: Benefit of either a personal or minor milestone, but it must be used for Exalt-specific things.
Personal Milestones - Spent: 0 - Earned: 0
- Gaining: Accomplishing a personal goal, doing something extraordinary, solving a mystery, defeating a rival, describing an amazing stunt, or showing up and contributing.
- Using: Acquire a new mode or repurchase a charm. (Excellency & Ox-Body Count) May purchase a new ability at rating 1. May also, gain, intensify, or change an intimacy if the story supports it. Heal a dramatic injury.